| @@ -25,12 +25,12 @@ extern "C" { | |||
| #define NVG_ANTIALIAS 1 | |||
| #ifdef NANOVG_GLES3_IMPLEMENTATION | |||
| # ifndef NANOVG_GLES3 | |||
| # define NANOVG_GLES3 | |||
| # endif | |||
| # ifndef NANOVG_GL3_IMPLEMENTATION | |||
| # define NANOVG_GL3_IMPLEMENTATION | |||
| # endif | |||
| # ifndef NANOVG_GLES3 | |||
| # define NANOVG_GLES3 | |||
| # endif | |||
| # ifndef NANOVG_GL3_IMPLEMENTATION | |||
| # define NANOVG_GL3_IMPLEMENTATION | |||
| # endif | |||
| #endif | |||
| #ifdef NANOVG_GLES3 | |||
| @@ -140,7 +140,7 @@ struct GLNVGcontext { | |||
| int textureId; | |||
| GLuint vertArr; | |||
| GLuint vertBuf; | |||
| GLuint uboViewBuf; | |||
| GLuint uboViewBuf; | |||
| GLuint uboFragBuf; | |||
| int uboPosAlignment; | |||
| int edgeAntiAlias; | |||
| @@ -157,7 +157,6 @@ struct GLNVGcontext { | |||
| }; | |||
| static struct GLNVGtexture* glnvg__allocTexture(struct GLNVGcontext* gl) | |||
| { | |||
| struct GLNVGtexture* tex = NULL; | |||
| @@ -267,8 +266,8 @@ static int glnvg__createShader(struct GLNVGshader* shader, const char* name, con | |||
| glAttachShader(prog, vert); | |||
| glAttachShader(prog, frag); | |||
| glBindAttribLocation(prog, 0, "vertex"); | |||
| glBindAttribLocation(prog, 1, "tcoord"); | |||
| glBindAttribLocation(prog, 0, "vertex"); | |||
| glBindAttribLocation(prog, 1, "tcoord"); | |||
| glLinkProgram(prog); | |||
| glGetProgramiv(prog, GL_LINK_STATUS, &status); | |||
| @@ -331,7 +330,7 @@ static int glnvg__renderCreate(void* uptr) | |||
| #else | |||
| "#version 150 core\n" | |||
| #endif | |||
| "layout(std140) uniform uboFrag {\n" | |||
| "layout(std140) uniform uboFrag {\n" | |||
| " mat3 scissorMat;\n" | |||
| " mat3 paintMat;\n" | |||
| " vec4 innerCol;\n" | |||
| @@ -344,7 +343,7 @@ static int glnvg__renderCreate(void* uptr) | |||
| " float strokeMult;\n" | |||
| " int texType;\n" | |||
| " int type;\n" | |||
| "};\n" | |||
| "};\n" | |||
| "uniform sampler2D tex;\n" | |||
| "in vec2 ftcoord;\n" | |||
| "in vec2 fpos;\n" | |||
| @@ -405,7 +404,7 @@ static int glnvg__renderCreate(void* uptr) | |||
| #else | |||
| "#version 150 core\n" | |||
| #endif | |||
| "layout(std140) uniform uboFrag {\n" | |||
| "layout(std140) uniform uboFrag {\n" | |||
| " mat3 scissorMat;\n" | |||
| " mat3 paintMat;\n" | |||
| " vec4 innerCol;\n" | |||
| @@ -418,7 +417,7 @@ static int glnvg__renderCreate(void* uptr) | |||
| " float strokeMult;\n" | |||
| " int texType;\n" | |||
| " int type;\n" | |||
| "};\n" | |||
| "};\n" | |||
| "uniform sampler2D tex;\n" | |||
| "in vec2 ftcoord;\n" | |||
| "in vec2 fpos;\n" | |||
| @@ -482,13 +481,13 @@ static int glnvg__renderCreate(void* uptr) | |||
| glGenVertexArrays(1, &gl->vertArr); | |||
| glGenBuffers(1, &gl->vertBuf); | |||
| // Create UBOs | |||
| glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOVIEW], GLNVG_UBO_VIEW_BINDING); | |||
| glGenBuffers(1, &gl->uboViewBuf); | |||
| glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOFRAG], GLNVG_UBO_FRAG_BINDING); | |||
| glGenBuffers(1, &gl->uboFragBuf); | |||
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &gl->uboPosAlignment); | |||
| gl->uboPosAlignment = sizeof( struct GLNVGuboFrag ) + gl->uboPosAlignment - sizeof( struct GLNVGuboFrag ) % gl->uboPosAlignment; | |||
| // Create UBOs | |||
| glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOVIEW], GLNVG_UBO_VIEW_BINDING); | |||
| glGenBuffers(1, &gl->uboViewBuf); | |||
| glUniformBlockBinding(gl->shader.prog, gl->shader.loc[GLNVG_LOC_UBOFRAG], GLNVG_UBO_FRAG_BINDING); | |||
| glGenBuffers(1, &gl->uboFragBuf); | |||
| glGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &gl->uboPosAlignment); | |||
| gl->uboPosAlignment = sizeof(struct GLNVGuboFrag) + gl->uboPosAlignment - sizeof(struct GLNVGuboFrag) % gl->uboPosAlignment; | |||
| glnvg__checkError("done"); | |||
| @@ -597,19 +596,6 @@ static void glnvg__xformInverse(float* inv, float* t) | |||
| inv[5] = (float)(((double)t[1] * t[4] - (double)t[0] * t[5]) * invdet); | |||
| } | |||
| static void glnvg__xformToMat3x3(float* m3, float* t) | |||
| { | |||
| m3[0] = t[0]; | |||
| m3[1] = t[1]; | |||
| m3[2] = 0.0f; | |||
| m3[3] = t[2]; | |||
| m3[4] = t[3]; | |||
| m3[5] = 0.0f; | |||
| m3[6] = t[4]; | |||
| m3[7] = t[5]; | |||
| m3[8] = 1.0f; | |||
| } | |||
| static void glnvg__xformToMat3x4(float* m3, float* t) | |||
| { | |||
| m3[0] = t[0]; | |||
| @@ -628,7 +614,7 @@ static void glnvg__xformToMat3x4(float* m3, float* t) | |||
| static int glnvg__setupPaintUBO(struct GLNVGcontext* gl, struct NVGpaint* paint, struct NVGscissor* scissor, float width, struct GLNVGuboFrag* uboBuff) | |||
| { | |||
| struct GLNVGuboFrag ubo; | |||
| struct GLNVGuboFrag ubo; | |||
| glnvg__toFloatColor(ubo.innerCol, paint->innerColor); | |||
| glnvg__toFloatColor(ubo.outerCol, paint->outerColor); | |||
| struct GLNVGtexture* tex = NULL; | |||
| @@ -651,19 +637,19 @@ static int glnvg__setupPaintUBO(struct GLNVGcontext* gl, struct NVGpaint* paint, | |||
| ubo.scissorScale[0] = sqrtf(scissor->xform[0]*scissor->xform[0] + scissor->xform[2]*scissor->xform[2]); | |||
| ubo.scissorScale[1] = sqrtf(scissor->xform[1]*scissor->xform[1] + scissor->xform[3]*scissor->xform[3]); | |||
| } | |||
| memcpy( ubo.extent, paint->extent, sizeof( ubo.extent ) ); | |||
| ubo.strokeMult = width*0.5f + 0.5f; | |||
| memcpy( ubo.extent, paint->extent, sizeof( ubo.extent ) ); | |||
| ubo.strokeMult = width*0.5f + 0.5f; | |||
| if (paint->image != 0) { | |||
| tex = glnvg__findTexture(gl, paint->image); | |||
| if (tex == NULL) return 0; | |||
| ubo.type = NSVG_SHADER_FILLIMG; | |||
| ubo.texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1; | |||
| ubo.texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1; | |||
| glnvg__checkError("tex paint loc"); | |||
| } else { | |||
| ubo.type = NSVG_SHADER_FILLGRAD; | |||
| ubo.radius = paint->radius; | |||
| ubo.feather = paint->feather; | |||
| ubo.radius = paint->radius; | |||
| ubo.feather = paint->feather; | |||
| glnvg__checkError("grad paint loc"); | |||
| } | |||
| *uboBuff = ubo; | |||
| @@ -672,7 +658,7 @@ static int glnvg__setupPaintUBO(struct GLNVGcontext* gl, struct NVGpaint* paint, | |||
| static int glnvg__setupPaint(struct GLNVGcontext* gl, struct NVGpaint* paint, int* uboPos) | |||
| { | |||
| glBindBufferRange( GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); | |||
| glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); | |||
| *uboPos += gl->uboPosAlignment; | |||
| if (paint->image != 0) { | |||
| struct GLNVGtexture* tex = glnvg__findTexture(gl, paint->image); | |||
| @@ -696,40 +682,33 @@ static void glnvg__fill(struct GLNVGcontext* gl, struct GLNVGcall* call, int* ub | |||
| int npaths = call->pathCount, i; | |||
| if (npaths == 1 && paths[0].convex) { | |||
| glnvg__setupPaint(gl, &call->paint, uboPos); | |||
| for (i = 0; i < npaths; i++) { | |||
| for (i = 0; i < npaths; i++) | |||
| glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount); | |||
| } | |||
| if (gl->edgeAntiAlias) { | |||
| // Draw fringes | |||
| for (i = 0; i < npaths; i++) { | |||
| for (i = 0; i < npaths; i++) | |||
| glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); | |||
| } | |||
| } | |||
| } else { | |||
| // Draw shapes | |||
| glDisable(GL_BLEND); | |||
| glEnable(GL_STENCIL_TEST); | |||
| glStencilMask(0xff); | |||
| glStencilFunc(GL_ALWAYS, 0, ~0); | |||
| glStencilFunc(GL_ALWAYS, 0, ~0L); | |||
| glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); | |||
| // set bindpoint for solid loc | |||
| glBindBufferRange( GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); | |||
| glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); | |||
| *uboPos += gl->uboPosAlignment; | |||
| glnvg__checkError("fill solid loc"); | |||
| glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP); | |||
| glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP); | |||
| glDisable(GL_CULL_FACE); | |||
| for (i = 0; i < npaths; i++) { | |||
| for (i = 0; i < npaths; i++) | |||
| glDrawArrays(GL_TRIANGLE_FAN, paths[i].fillOffset, paths[i].fillCount); | |||
| } | |||
| glEnable(GL_CULL_FACE); | |||
| // Draw aliased off-pixels | |||
| @@ -741,11 +720,9 @@ static void glnvg__fill(struct GLNVGcontext* gl, struct GLNVGcall* call, int* ub | |||
| if (gl->edgeAntiAlias) { | |||
| glStencilFunc(GL_EQUAL, 0x00, 0xff); | |||
| glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); | |||
| // Draw fringes | |||
| for (i = 0; i < npaths; i++) { | |||
| for (i = 0; i < npaths; i++) | |||
| glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); | |||
| } | |||
| } | |||
| // Draw fill | |||
| @@ -761,27 +738,20 @@ static void glnvg__stroke(struct GLNVGcontext* gl, struct GLNVGcall* call, int* | |||
| { | |||
| struct GLNVGpath* paths = &gl->paths[call->pathOffset]; | |||
| int npaths = call->pathCount, i; | |||
| glnvg__setupPaint(gl, &call->paint, uboPos); | |||
| // Draw Strokes | |||
| for (i = 0; i < npaths; i++) { | |||
| for (i = 0; i < npaths; i++) | |||
| glDrawArrays(GL_TRIANGLE_STRIP, paths[i].strokeOffset, paths[i].strokeCount); | |||
| } | |||
| } | |||
| static void glnvg__triangles(struct GLNVGcontext* gl, struct GLNVGcall* call, int* uboPos) | |||
| { | |||
| struct GLNVGtexture* tex = glnvg__findTexture(gl, call->paint.image); | |||
| if (tex != NULL) { | |||
| if (tex != NULL) | |||
| glBindTexture(GL_TEXTURE_2D, tex->tex); | |||
| } | |||
| glBindBufferRange( GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); | |||
| glBindBufferRange(GL_UNIFORM_BUFFER, GLNVG_UBO_FRAG_BINDING, gl->uboFragBuf, *uboPos, sizeof(struct GLNVGuboFrag)); | |||
| *uboPos += gl->uboPosAlignment; | |||
| glnvg__checkError("tris solid img loc"); | |||
| glDrawArrays(GL_TRIANGLES, call->triangleOffset, call->triangleCount); | |||
| } | |||
| @@ -797,28 +767,23 @@ static void glnvg__renderFlush(void* uptr) | |||
| // upload ubo for frag shaders - maximum ubos is 2x num calls | |||
| glBindBuffer(GL_UNIFORM_BUFFER, gl->uboFragBuf); | |||
| glBufferData(GL_UNIFORM_BUFFER, 2 * gl->ncalls * sizeof(struct GLNVGuboFrag), 0, GL_STREAM_DRAW); | |||
| glBufferData(GL_UNIFORM_BUFFER, 3 * gl->ncalls * sizeof(struct GLNVGuboFrag), 0, GL_STREAM_DRAW); | |||
| char* buff = (char*)glMapBuffer( GL_UNIFORM_BUFFER, GL_WRITE_ONLY ); | |||
| for (i = 0; i < gl->ncalls; i++) { | |||
| struct GLNVGcall* call = &gl->calls[i]; | |||
| struct GLNVGuboFrag* ubo = (struct GLNVGuboFrag*)buff; | |||
| if (call->type == GLNVG_FILL) | |||
| { | |||
| if (call->type == GLNVG_FILL) { | |||
| if (!(call->pathCount == 1 && gl->paths[call->pathOffset].convex)) { | |||
| ubo->type = NSVG_SHADER_SIMPLE; | |||
| buff += gl->uboPosAlignment;; | |||
| buff += gl->uboPosAlignment; | |||
| ubo = (struct GLNVGuboFrag*)buff; | |||
| } | |||
| glnvg__setupPaintUBO(gl, &call->paint, &call->scissor, 1.0001f, ubo); | |||
| buff += gl->uboPosAlignment; | |||
| } | |||
| else if (call->type == GLNVG_STROKE) | |||
| { | |||
| } else if (call->type == GLNVG_STROKE) { | |||
| glnvg__setupPaintUBO(gl, &call->paint, &call->scissor, call->strokeWidth, ubo); | |||
| buff += gl->uboPosAlignment; | |||
| } | |||
| else if (call->type == GLNVG_TRIANGLES) | |||
| { | |||
| } else if (call->type == GLNVG_TRIANGLES) { | |||
| struct GLNVGtexture* tex = glnvg__findTexture(gl, call->paint.image); | |||
| glnvg__toFloatColor(ubo->innerCol, call->paint.innerColor); | |||
| ubo->texType = tex->type == NVG_TEXTURE_RGBA ? 0 : 1; | |||
| @@ -836,7 +801,7 @@ static void glnvg__renderFlush(void* uptr) | |||
| glEnableVertexAttribArray(1); | |||
| glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)0); | |||
| glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(0 + 2*sizeof(float))); | |||
| // once per frame set ubo for view | |||
| glBindBuffer(GL_UNIFORM_BUFFER, gl->uboViewBuf); | |||
| glBufferData(GL_UNIFORM_BUFFER, sizeof(gl->view), 0, GL_STREAM_DRAW); | |||